I read the RPS one a few minutes ago and it's hard to really make any kind of judgement in the controlled environment they were demoing it. I will say that making him more agile like Corvo makes me nervous as the whole point of the game is to be slow and stealthy, but right now it's hardly game breaking.
To be clear, the voice acting is well-executed, it just seems a terrible shame that the slang and accents that ran through The City as strongly as mortar and water are perhaps being dismissed as something allusive and on the level of footnote or in-joke. The language of Thief was as much a part of the atmosphere of the place, its credibility and otherworldiness, as the skyline or the shadow. To hear guards swear is not only crude in a linguistic sense, I find it confounding and it causes the sense of place, so immaculately crafted, to creak at the seams.
The view is astonishing, for its scale, detail and design. The City will be an open playground, with side missions to discover and loot to gather, and if this early glimpse is more than smoke and mirrors, a view that the freedom exhibited in the playthrough strongly supports, its creation will be a landmark achievement.
RPS:
Sounds promising. I'm all for an agile thief btw. If I was a thief, I'd damn well try to be as agile as possible.
The RPS preview sounds really good for the most part, but man I'm still pissed about them revoicing Garret.
I read the RPS one a few minutes ago and it's hard to really make any kind of judgement in the controlled environment they were demoing it. I will say that making him more agile like Corvo makes me nervous as the whole point of the game is to be slow and stealthy, but right now it's hardly game breaking.
It'd better have a FOV slider. I don't want to resort to editing ini files like in Metro 2033. That shit is unacceptable.
It's less about realism or what makes sense and more about making a good stealth game. If you can too easily dash or climb away after getting spotted then there's no risk in getting spotted, therefore it'd be a bad stealth game. I'm worried it's there for the dishonored crowd who don't want to play stealth at all and just dart around slicing everyone up.
Also the climbing could ruin it too. In dishonored if you get spotted you blink up to a roof and you're safe in almost all cases. The guards realize they can't get to you and then forget about you in 10 seconds.
but even in a demo level that is constructed to be a greatest hits compilation, Garrett spent most of his time crouching in the shadows, waiting, watching and sneaking between his unwitting marks.
To be clear, the voice acting is well-executed, it just seems a terrible shame that the slang and accents that ran through The City as strongly as mortar and water are perhaps being dismissed as something allusive and on the level of footnote or in-joke.
What's with the previews if it won't come out until next year?
What's with the previews if it won't come out until next year?
RPS said:Black cords of ash and soot hang in the air like an oppressive net over the Victorian skyline and, later, flashes of lightning send white light dancing across individual raindrops and puddles, casting crazy shadows across the cobbles. Fog shifts like a living thing and all of it combines to make contrasting shapes of varied darkness and light that act as an ever-shifting patchwork obstacle course for Garrett, who can use any pool of darkness or obscurity as a vanishing point. Many of the technological tricks are striving for the same impact on design as the Dark Engines light sources did so many years ago, with the main difference being that we are apparently living in the distant future now. Everything that was shown was running on PC rather than one of the nextest generation consoles on which the game will also be released, and the effect was like seeing a bike soar down a street with its stabilisers removed.
RPS said:Its a beautiful, extraordinary place, this city, but is it recognisable as a version of The City? The weirdness, that not-quite steampunk ahistorical off-kilter sensibility, was lacking.
RPS said:To be clear, the voice acting is well-executed, it just seems a terrible shame that the slang and accents that ran through The City as strongly as mortar and water are perhaps being dismissed as something allusive and on the level of footnote or in-joke. The language of Thief was as much a part of the atmosphere of the place, its credibility and otherworldiness, as the skyline or the shadow.
I don't know where else to ask : when's the next GI cover reveal?
Should be Tuesday.
During such sections climbing walls, clinging to ledges the game adopts a third-person perspective with Garrett negotiating his environment much like Nathan Drake or Desmond Miles.
I wonder how dark it will be. All the screens look pretty bright. There is no darkness to be seen.
Ugh... why do the shots have that subnative look. Isn't this a next gen game?
A lot of it can be summed up in a single scene: Garrett is on a rooftop in the midst of The City, on his way to break into a brothel called The House of Blossoms in pursuit of a nobleman wearing an expensive medallion, and in order to proceed on this path (others are available) he needs to bypass a couple of guards below him. Only problem: they're standing in a brightly lit doorway and one of them is facing outwards. Rather than waiting for them to move on, however, he does something awesome: he uses a rope to lower himself into the shadow behind the guard furthest from the door. What shadow? The dynamic shadow being cast by the lantern the guard is holding up in front of his chest. He then waits for the guards to move inside the door, follows slowly, and slips behind a stack of boxes to one side once they cross the threshold.
From Eurogamer. Sounds great.
From Eurogamer. Sounds great.
Ugh... why do the shots have that subnative look. Isn't this a next gen game?
No, it's using the UE3 engine.
From Eurogamer. Sounds great.
Yeah the dynamic shadowing sounds splendid. That's what stood out to me most from the RPS preview.
That's not what I meant. UE3 can still render games at native resolutions if the hardware can handle it.
What stood out to me the most from the RPS preview is that apparently if you don't make it to the brothel in time you can still get inside, its just become more difficult.
From RPS:
Whether the game requires this approach at times or is merely an alternative to agility-based stealth remains to be seen, but it's encouraging that the preview playthrough featured it rather than focusing solely on jumping and climbing.
This is massively dissapointing though:
For me, part of the joy of Thief was eavesdropping on entertaining conversations that gave the levels a sense of place in a larger world. They may evoke a new interesting personality to the City in this game, but it's a shame to say goodbye to the charm of the old one.
why does it look so bright
i mean, there's no real shadows to hide in, it's just very...dank